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Re: BoG'r OOC.

Zimrazim wrote:
"Benyamin" wrote:
What kind of detection/divination abilities does the party have at their disposal? May prove handy to know what we are facing and the positions of both enemy and allied forces.
She also has detect psionics... which probably isn't a bad way to find out where githyanki are in a mostly barbarian area, actually.

She has charm person, suggestion, and dominate, so there may be some opportunities to use a mind-controlled barbarian to sabotage enemy defenses, locate refugees or enemies, destroy or steal supplies, distract (or even attack) an enemy commander or wizard, and so on. Generally, strategies like these will require more planning in advance.

What's the range on Clairvoyance? She might be able to get us pre-battle information before the fleet ever reaches the coast. Detect psionics is a good plan, though it requires getting low enough for the 60ft cone to be useful. Does the control skull emit that power farther than normal (as though enlarged)?

The saboteur plan is a solid option, though we'd have to know what we're up against before that would be feasible. As a contingency, Yasheen could be prepped to dominate a barbarian at need. I could see suggestion on graith witnesses as being handy. "Forget that we were here" makes it easier to escape notice than having to kill and hide a body. Could clairvoyance help give us some clues as to who watch out for, and can you cast detection spells through your sensor?

Zimrazim wrote:
What kind of healing resources will the rescuers have available? It wouldn't be surprising if some/a lot of the githyanki refugees are wounded.

The cook(s) could be a healer class with brew potion and spend much of the voyage brewing potions and making food. Perhaps that is a way Githyanki make their graith useful, doubling as medics as food providers. Who ever heard of a Gith complaining about their food by saying it tastes like medicine?

I could even see the armorer doubling as the ship's alchemist, crafting alchemical weapons as well as maintaining the ship's siegecraft and cannons.

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Re: BoG'r OOC.

Burning Spear wrote:
I am thinking of making the cook into a kind if healer... Isn't that the way that it is on a ship anyway? Cook/ Bucher/ Healer... All roled into one? Smiling

Normally the cook and medic designations are separate duties on a ship. However, they can be joined if the person has the aptitude. In a fantasy setting like D&D, you can easily have a person be a healer class with Craft(Cooking) as a skill.

Example: Cynthia, Healer 3 "Ship Doctor's Assistant" Feats: Augment Healing, Brew Potion Skills ranks: Concentration 1, Healing 5, Craft (Cooking) 5, Knowledge (Nature) 1, Profession (Sailor) 1, Sense Motive 1.

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Re: BoG'r OOC.

I know that, its to obvious Sticking out tongue, you dont have to help me out in that regard, but I am more on about:

Quote:

A surgeon's mate was a rank in the Royal Navy for a medically trained assistant to the ship's surgeon. The rank was renamed assistant surgeon in 1805, and was considered equivalent to the rank of master's mate/mate.[1] In 1807, first-rate would have three, a third-rate two, and frigates and sloops one.[2]

A surgeon's mate was responsible for visiting patients in the sick bay and attending to their needs. Along with the surgeon, he would examine patients during morning sick call. He would make daily rounds of men already in the sick bay, while the loblolly boy would feed, wash and shave bedridden patients. The mate would prepare and administer medicines in the sick-bay, dress wounds and skin ulcers, and bleeding men who needed it. He was responsible for maintaining the ship's surgical instruments, for keeping accurate records of medicines and expenditures, for inspecting the cook's pots and pans, and for supervising the loblolly boy.[3]

Surgeon mates had a similar shipboard status to midshipmen and master's mates, and were berthed with them in the gunroom.[4] However, they were comparatively very well paid, earning £9 2s per month in 1815, equivalent to a lieutenant on a flagship and three times as much as a master's mate


So there is overlap, I am sure I read somewhere that a Butcher on the ship often acted as a surgeon also on ships during the age of sail...

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Re: BoG'r OOC.

Alrighty, I figured you knew. It was more an exercise in character creation simply for the fun of it. Smiling

In regards to the surgeon's mate, that'd be the surgeon's aide/assistant, who is ensuring the cook wasn't using contaminated equipment. He was the hygiene specialist, allowing the surgeon to keep his mind on the serious matters of wound and disease treatment.

As to the butcher, it sounds plausible for them to be surgeons (who knows how to cut through bone and flesh better than they?), though the medical training seems less likely. Perhaps they were more used as Surgeon's mates when amputations were involved?

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Re: BoG'r OOC.

In honor of a boat without a bottom... http://media-cache-ec4.pinimg.com/originals/74/d2/d3/74d2d31163e64efd648d0b9bdc6fbf19.jpg Smiling

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Re: BoG'r OOC.

lol, boat looks funny indeed Smiling

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Re: BoG'r OOC.

Azthri has at least seven ranks in Profession (Doctor) and I think she would be a good surgeon's mate.

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Re: BoG'r OOC.

I am running on the idea of: "Saint Gregorys"
Dwarf Male, (General Expert 3 (for the feats + skills), Cleric 3)
Healing
Know. Religion
Know. Anatomy
Profession Butcher
Profession Cook
Profession Sailor
Feats:
1,3,6, exp 1,2,
Weapon Focus-Cleaver (probably battle axe)
Skill Focus-Religion (Coz of undead), Anatomy, Butcher, Cook

(Doesn't mean you cant bid for such a spot to, as we need all the healing we can get really..)

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Re: BoG'r OOC.

Chaotic_Goth1431 wrote:
Azthri has at least seven ranks in Profession (Doctor) and I think she would be a good surgeon's mate.

I believe Azthri would make a fine Surgeon (I figure she's high enough level to be considered at least petty officer status). I apologize for leaving her out of my conjectures! Depending on how she gained her profession, she would be with my PC in the rearguard, so that she can help provide cover for the telepath and warlock (here I am figuring she's got some levels in cleric to beef up her HP and combat abilities).

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Re: BoG'r OOC.

Githyanki's and cleric levels , Blasphemy I say Eye-wink
(I am innocent, says the little voice in your head..)

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Re: BoG'r OOC.

Azthri is entirely a rogue build (for now!) with ranks in Heal at the cost of some of her rogue class skills and gained her profession levels through a medical school located in the Lady's Ward. (I've got a write-up of it to post on the forums at some point)

i think she will enjoy meeting Jhank'kor as well. Eye-wink

__________________

So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss. If you only know yourself, but not your opponent, you may win or may lose. If you know neither yourself nor your enemy, you will always endanger yourself. - Sun Tzu, The Art of War

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Re: BoG'r OOC.

Chaotic_Goth1431 wrote:
i think she will enjoy meeting Jhank'kor as well. Eye-wink

I've actually been wondering whether Ben is coming back as Jhank'kor or as a new character. Some of the things he's mentioned about his character sound like it might be someone new.

Plus, Jhank'kor and Pale are both Band of Onyx, aren't they? Eye-wink

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2) Roll a natural 1 on d20.
3) ?????
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Re: BoG'r OOC.

Chaotic_Goth1431 wrote:
Azthri is entirely a rogue build (for now!) with ranks in Heal at the cost of some of her rogue class skills and gained her profession levels through a medical school located in the Lady's Ward. (I've got a write-up of it to post on the forums at some point)

i think she will enjoy meeting Jhank'kor as well. Eye-wink

Ah! I was mistaken. Took the references to medical skills in the IC to mean clerical abilities. I did wonder how she got past the orthodox Gith had she been a "Power slave." Backstories are tasty! Smiling

Jhank'kor will be around! I'm playing a placeholder character. I couldn't abandon our beloved warmage. Eye-wink

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Re: BoG'r OOC.

Zimrazim wrote:
Chaotic_Goth1431 wrote:
i think she will enjoy meeting Jhank'kor as well. Eye-wink
Plus, Jhank'kor and Pale are both Band of Onyx, aren't they? Eye-wink

They are, and Toril is where Jhank'kor served his tour of duty. He's served under the Firebringer, too...so he'll have plenty to say about the two when the party shares their tale. Eye-wink

Honestly, I keep thinking Jhank'kor's skill set would be apt for combat on an astral skiff, but it fits the story so much better to have him in Sigil while the party has their time on the field. I wrote up an Illithid Slayer for the interim. He will give us some good eyes and ears (unlike J, with his 0 spot/listen), as well as tracking abilities, though not as useful against graith unless they are psionic.

And as a slayer, he will at least give us a 60ft forewarning should any Illithid be slinking around the city...

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Re: BoG'r OOC.

That means indirectly 2 characters within the story arc? ehm...

I don't see the need for that, why is it necessary?

Why not have 1 character and stick with it?
Sorry for this but I really don't understand why...

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Re: BoG'r OOC.

Benyamin wrote:
They are, and Toril is where Jhank'kor served his tour of duty. He's served under the Firebringer, too...so he'll have plenty to say about the two when the party shares their tale. Eye-wink

Should be interesting if/when Jhan'kor hears about the party members mutinying against a couple of major Ascendancy figures... want me to bring a chair along? Eye-wink

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

Burning Spear wrote:
That means indirectly 2 characters within the story arc? ehm...

I don't see the need for that, why is it necessary?

Why not have 1 character and stick with it?
Sorry for this but I really don't understand why...

His character is not here right now, that's why. The same was done for Weishan when he made Na'rai the Jade.

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Re: BoG'r OOC.

Thanks, Azure, for the clarification.

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Re: BoG'r OOC.

So? change his story so he is "Here", its so easy.. getting a free second character with a "do not die /go free through prison card" isnt much fun for other players who don't have a back up to fall upon, meh..

(At least not fun for me..)

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Re: BoG'r OOC.

I don't mind if Ben has a placeholder character.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

Zimrazim wrote:
Should be interesting if/when Jhan'kor hears about the party members mutinying against a couple of major Ascendancy figures... want me to bring a chair along? Eye-wink

Yeah, he'll need something non-character to incinerate as he picks himself off the floor. Eye-wink

To be truthful, it will be hugely stunning for him...I mean, Pale is a hero to the warbard in a similar way that Mist is to the Order of Mercy the Double-Edge Mind. Not as specific, but he certainly gave us credibility with Vlaakith and on the Astral in general. And Mist is a legend to be feared in her own right. Jhank'kor may be power mad (what mage isn't?) and a loyalist, but conscript-or-be-animated-as-my-stooge would rile his Githyanki sensibilities. Add that to the list of things his poor Githyanki heart can't handle. Change is a-comin...

I'll reserve his opinion of Lahar for later...It's rather colorful and poetic. Smiling

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Re: BoG'r OOC.

Benyamin wrote:
I mean, Pale is a hero to the warbard in a similar way that Mist is to the Order of Mercy.

It's actually the 'Order of the Double-Edged Mind,' though calling it the Order of Mercy would be delightfully ironic. Eye-wink 'Mercy' is just the name of Ya'shenn's dagger.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

My apologies! I agree that it is quite the irony. I don't want to be the beneficiary of the "compassion" Ya'shenn has been plotting internally.

Has she told the party the name of her weapon IC? She has reflected on the stiletto, but it would be interesting to hear how her dagger gained its name since mercy isn't a philosophical tendency of Githyanki.

Edit: Ya'shenn. I have been butchering all sorts of things in regards to your character. Please forgive that continual oversight as well.

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Re: BoG'r OOC.

Benyamin wrote:
Has she told the party the name of her weapon IC? She has reflected on the stiletto, but it would be interesting to hear how her dagger gained its name since mercy isn't a philosophical tendency of Githyanki.

She introduced it to Azthri'Zhankel once (in the Customs House, I think). I figure "Mercy" doesn't mean the same thing in githyanki that it does in English; the githyanki word probably either refers to mercy killing, or refers to restraining oneself from slaying an opponent because of some important ulterior reason/goal. There might be a githyanki word that refers to both concepts. (It would also make sense for her Order to use a word with two meanings.)

Benyamin wrote:
Edit: Ya'shenn. I have been butchering all sorts of things in regards to your character. Please forgive that continual oversight as well.

No problem. Smiling

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

Zimrazim wrote:
She introduced it to Azthri'Zhankel once (in the Customs House, I think). I figure "Mercy" doesn't mean the same thing in githyanki that it does in English; the githyanki word probably either refers to mercy killing, or refers to restraining oneself from slaying an opponent because of some important ulterior reason/goal. There might be a githyanki word that refers to both concepts. (It would also make sense for her Order to use a word with two meanings.)

Certainly suits the race and Order. I could see anyone asking Githyanki for mercy via a translator or tongues would only get a wicked smile before receiving either a swift death or suicide mission.

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Re: BoG'r OOC.

New post soon? Smiling

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

Zimrazim wrote:
New post soon? Smiling

I hope so!

In the spirit of BOG'r, Planewalker displayed this quote:

Quote:
"Githzerai, Githyanki, who cares? They're all the same.

— The Late Yufan Lis"

Time to give some clueless a few lessons in Gith racial differences. Smiling

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Re: BoG'r OOC.

***EDITED***

Making a few notes about the capabilities of the fleet.

- The Frigate Pride and the sloops all have a base speed of about 9 knots. This is fairly fast for a sailing ship.
- The flying Astral Skiff has a base speed of about 16 knots equivalent overland (water)
- Ii's wyvern can make 8 knots.

For the other fleets, an Astral Brig does about 12 knots and the big Planar Raiders make 6 or 7 knots. The slowest of the sailing ships does about 6 knots, the fastest is the Swallow which has a base speed of 12 knots. Note that the sailing ships are more prone to favorable and unfavorable winds than the githyanki flying ships.

In answer to Burning Spear's earlier question; the Black Fleet's only githyanki flying ship, an astral skiff, can hold a pilot and three other warriors. It's interior space is about 15 ft (5m) by 5 ft (1.5m). It can hold 500 lbs (200 kg) before slowing, and twice that before exceeding it's weight limit.

The stats on the sailing ships in the Black Fleet are as such;

Frigate Pride - length 150' - width 35' - 625 tons - 3 masts - 3 full decks, 2 partial decks - Crew ~ 100, 250 max extra

Sloops - length ~ 100' - width 20-25' - ~200 tons - 2 masts - 1 full deck, 1 partial - Crew ~35, ~75 max extra

Sloop names and some notes I've thought up so far:

Sharks' Teeth - Graith captain is a Sahuagin with a small cadre` of Sahuagin warriors.

Dirk - Several half-orcs and goblinoid sailors man this ship. The graith captain's relatives were victims of the illithid.

Raven's Claw - Second-fastest ship in the Black Fleet. Base speed 10 knots. The githyanki aboard this sloop consist of three swordwraiths and two living githyanki sorcerers who can teleport them all.

Revenge - The most heavily armed of the sloops. (still deciding what this means)

Wings of the Sea - Fastest of the sloops. Base speed 10 knots, and gets an extra 10% beyond other ships in favorable winds. Magic sails allow movement in any wind condition

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Re: BoG'r OOC.

Ben: Ya'shenn is able to pilot at a control skull, but she's not a great pilot. (Although if we get to do this sort of thing more often, I might well put points in the skill next time Ya'shenn levels...)

Azure wrote:
Note that the sailing ships are more prone to favorable and unfavorable winds than the githyanki flying ships.

This is D&D. Eye-wink There has got to be an "It's magic!" way to make this less of an issue. Whether the party can find that or not, do either the gith or graith crews include some experienced sailors who have a good idea about typical wind/weather patterns, shoals, reefs, and so on where we're going?

Master Pale wrote:
The graith we will face are a mixed society dominated by humans. I expect them to be professional soldiers and battle-wizards. I suspect their forces to include dwarven allies and elven scouts as well.

Not sure if Pale was describing Urmlaspyr here, or somewhere else.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

Understandable, Zim. I put her more stern for the line-up to fire over each side of the ship (that way we all could volley over the side without being on top of each other). It appears I calculated for a slightly longer ship. With a four person maximum, the skiff would only hold the active players, sans the knight (who would likely spend her time flying about the fleet on her wyvern).

That means the skiff will only offer fire support, unless we plan to overladen her and huddle warriors like mexicans (anyone know how to say "fireball skeet" in Gith?). We could be a gunship between Kirath's fireballs and our ranged weapons. It certainly allows us to remain detached enough to head for a portal at first notice.

Stormwrack offers some spells and powers to offset the issues of favorable winds and currents:

Quote:
CONTROL CURRENTS Transmutation [Water] Level: Druid 4 Components: V, S Casting Time: 1 standard action Range: 20 ft./level Area: 20-ft./level radius emanation centered on you Duration: 10 min./level Saving Throw: None Spell Resistance: No You alter the flow of water in the area surrounding you. You can change the direction of an existing current, boost its strength, or cause still water to flow at a desired rate. The new current speed and direction persists until the spell ends or you decide to alter the effect, which requires concentration. You can choose to create an area of calm water up to 80 feet in diameter at the center of the affected area if you so desire, and you can create a limited effect in a smaller circular area within the spell’s range. Current Direction: You can choose one of two basic current patterns to function over the spell’s area. • You can direct the current to flow in one direction across the entire area from one side to the other. • You can create a rotation, causing the water to swirl around the center in a clockwise or counterclockwise direction. Current Strength: For every three caster levels, you can increase or decrease the current’s speed by 10 feet. For example, a 9th level druid could increase the speed of a vigor- ous current (20 feet per round) to a dangerous current (50 feet per round) or reduce it to calm, placid water. See Currents and Streams, page 10, for more information about current.

FAVORABLE WIND
Evocation [Air]
Level: Druid 3, sorcerer/wizard 3 Components: V, S
Casting Time: 1 standard action Range: 60 ft.
Area: Cone-shaped emanation Duration: 10 min./level (D) Saving Throw: Fortitude negates Spell Resistance: No
This spell produces a stream of wind that can fill a ship’s sails, disperse vapors and gases, and keep flying creatures at bay. The wind force is strong, with a speed of about 30 mph. It begins where you stand and blows directly away from you; you
can easily propel a sailing vessel by standing astern of the mast and directing the wind forward to fill the sails.
Tiny or smaller creatures in the path of the wind are knocked prone, or if flying are blown back 1d6×10 feet.
Small creatures are checked and cannot make headway against the wind. Small airborne creatures are instead blown back 1d6×5 feet.
Medium and larger creatures can move normally within the effect.
A favorable wind can’t push a crea- ture beyond the limit of its range.
Any creature, regardless of size, takes a –2 penalty on ranged attacks and on Listen checks in the area of a favorable wind.
The wind automatically extin- guishes candles, torches, and similar unprotected flames.
In addition to the above-noted effects, favorable wind can do anything that a strong natural wind could do. It can fan a large fire, disperse gases and vapors to the limit of its range in 1 round, and make sailing difficult for small craft nearby.

HELMSMAN
Clairsentience
Level: Seer 2
Display: Auditory
Manifesting Time: 1 standard action Range: Personal
Target: You
Duration: 1 hour/level (D) Power Points: 3
When you manifest this power, you become more in tune with the ship around you. There is a sudden muting of all the normal shipboard noises in your vicinity when it is activated, as though the ship were suddenly hold- ing its breath. You are in communion with the ship, understanding the nuances of its condition.
Under your direction, the ship’s speed increases by 10 feet/round. In addition, you gain a bonus equal to one half your manifester level
(round down) when making Profes- sion (sailor) checks while aboard the ship on which you manifested the power. This can be used even if you do not actually have ranks in the skill.
Augment: You can augment this power in one of three ways:
1. For every 2 additional power points spent, you gain a bonus equal to one-half your manifester level for one other skill of your choice: Bal- ance, Climb, Craft (woodworking), or Use Rope. This bonus only applies while you are on the ship in which you manifested the power.
2. For every 4 additional power points spent, the ship speed increases by another 10 feet/round.
3. You can spend 4 additional power points to gain tremorsense while on board the ship, allowing you to detect the presence of all creatures within 30 feet of you that are in contact with the ship.

HELMSMAN, TRUE
Clairsentience
Level: Seer 6
Display: Auditory
Manifesting Time: 1 standard action Range: Personal
Target: You
Duration: 1 hour/level (D) Power Points: 11
As helmsman, save that your under- standing and communion with the ship has reached truly unearthly levels. At this level of understanding, your mind merges with the nascent sentience of the ship’s spirit, allow- ing you to form a powerful gestalt understanding with it.
At any point, you can redirect your senses to any part of the ship as though you were manifesting the clairvoyant sense power, though the point of viewing can move up to 30 feet per round and you gain the benefit of the specialized shipboard
tremorsense (see helmsman) through that manifestation.
Moreover, you gain the ability to speak with the ship itself. The ship’s personality contains elements of all the people who have captained it in its existence, so that a ship with an esteemed military past will seem to be very orderly and precise in its thoughts, while a ship that has seen generations of pirate captains is likely to be more rapacious and violence seeking.
The ship can relate its entire his- tory, though its understanding of things outside of itself will tend to be somewhat incomplete—it can relate what the hazards of sailing into a given harbor were like, but it can’t necessarily tell you what the shore- folk called that harbor.
Augment: As helmsman.

Aside from these, there are wondrous items and staves that offer up movement benefits, such as bonuses to Profession(Sailor). Everfull Sails look super handy, but they are 12,000gp a pop and require a full set for each mast. I figure the Black Fleet, though led by a canny Gith pirate, wasn't keen on outrigging every ship with such expensive magical gear. I could see a fleet (if not this fleet) having a graith Druid and/or a ship's mage who makes use of control weather and favorable winds.

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Re: BoG'r OOC.

As a thought, during our journey to Urmlaspyr, my character would seek to iron out our skiff team's defensive and offensive tactics. Everyone gets a "feel" for piloting, in case the pilot should ever be rendered unfit or lost overboard, but one dedicated pilot should emerge from the group. The party on board would aid the pilot in looking out for oncoming spells or ordinance, yelling out the danger and direction in battle speak. For example, "Fireball! Starboard!" would mean fireball off starboard. Pilot would likely veer to port. Terms picked up on the sea for ship directions would be as follows:

Aft/Stern: Back of the boat.
Prow/Fore: Front of the boat
Dorsal/Topside: Top of the boat
Ventral: Bottom of the boat.
Starboard: Right
Port: Left

It would probably be best for the astral skiff to do circular swoops of the city or regions of the city, allowing the party to fire from one broadside instead of flying straight over (that tends to leave the ventral part of the ship unprotected and exposed). That said, my character has some powers that allow him to stand on the side and underneath the ship...so he could fight from below if need be.

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Re: BoG'r OOC.

I don't think we should get all the NPc's we can get and their mothers to be the classes/ spells/ skills/ feats that we as a group are missing, this is not fun imo Smiling

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Burning Spear wrote:
I don't think we should get all the NPc's we can get and their mothers to be the classes/ spells/ skills/ feats that we as a group are missing, this is not fun imo

That translates into no capable sailors and a slower voyage. If our goal was to become pirates and raid Toril, that would be understandable and preferable (I realized I could have made a Gith pirate if I had been paying attention to where you guys were headed ). However, I thought the goal was to get to a portal site and dip out? In that case, having NPCs be the experts onboard makes sense, because we're just tagalongs, albeit high-powered tagalongs.

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Re: BoG'r OOC.

Meh...

Benyamin wrote:
Burning Spear wrote:
I don't think we should get all the NPc's we can get and their mothers to be the classes/ spells/ skills/ feats that we as a group are missing, this is not fun imo

That translates into no capable sailors and a slower voyage. If our goal was to become pirates and raid Toril, that would be understandable and preferable (I realized I could have made a Gith pirate if I had been paying attention to where you guys were headed ). However, I thought the goal was to get to a portal site and dip out? In that case, having NPCs be the experts onboard makes sense, because we're just tagalongs, albeit high-powered tagalongs.

I think that's just an easy excuse, yes, I am conscripting followers and what not.., but that's with the intent of taking them with me, when I go back to Sigil..
Not all classes will be represented in the Graiths available imo, and not all of them will be under our wing, or even want to work for us..
This is stretching believability imo..

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Re: BoG'r OOC.

Further tactics Githyanki would use (their psi-like abilities):

Pre combat: Concealing Amorpha for those who have it. Adds extra layer of cover while on skiff.

Aerial combatants: If enemy flies to engage, Psionic, Daze should halt them in their tracks, giving us a chance to get away. Also good to use on sentries/leader of a charging pack of thralls. We have a range of 50ft and can affect a creature up to 13HD at ECL 10.

Disarm Acquisition: One Gith disarms an opponent (calling all dire flail mage slayers!) and another uses far hand to collect the weapon/dorje/wand/staff/key. We can lift up to 23lbs at 50ft or a 5-10lb object at 70ft at ECL 10. The movement remains 15/round, however.

Improvise Bombardier: Far Hand a heavy object (wagon, table, chest) up to 50ft and drop it on target. Far Hand alchemical weapons away from skiff to drop over enemy targets (e.g. drop a fire flask a street over from where the skiff is hovering).

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Re: BoG'r OOC.

Azure wrote:
Making a few notes about the capabilities of the fleet.

- The Frigate Pride and the sloops all have a base speed of about 9 knots. This is fairly fast for a sailing ship.
- The flying Astral Skiff has a base speed of about 16 knots equivalent overland (water)
- Ii's wyvern can make 8 knots.

For the other fleets, an Astral Brig does about 12 knots and the big Planar Raiders make 6 or 7 knots. The slowest of the sailing ships does about 6 knots, the fastest is the Swallow which has a base speed of 12 knots. Note that the sailing ships are more prone to favorable and unfavorable winds than the githyanki flying ships.

In answer to Burning Spear's earlier question; the Black Fleet's only githyanki flying ship, an astral skiff, can hold a pilot and three other warriors. It's interior space is about 15 ft (5m) by 5 ft (1.5m). It can hold 500 lbs (200 kg) before slowing, and twice that before exceeding it's weight limit.

Is the Astral Skiff fully enclosed? that was my impression, or maybe I am mixing the Brig with the Skiff..

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Re: BoG'r OOC.

I hope we do get a Pirate of Gith as a prominent or semi-prominent NPC (or heck, as a PC) sometime. This game NEEDS a gith pirate.

Also, if we're going to be pirates for a while... somebody's getting keelhauled.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

Azure wrote:
Anyway, are the pirates of the black fleet going to welcome a bunch newcomers aboard? What, so their booty can get split more? Not likely. Also realize that the graith pirates loyalty to YOU is zero at this point. The githyanki of the black fleet MAY just CHOOSE to follow you, but remember how well Pale's conscription of your party went over ...

Some thoughts on dealing with these pirates...

It would make sense to find out some basic knowledge about how Styrrn kept his crew under (some kind of) control. Did he rule mostly by force and intimidation? Did he throw a lot of shiny things (loot) at his crewmen? Did he have any form of shipboard rules/Articles of Agreement? (This was actually fairly common among pirates.)

I'm guessing these guys are basically "absolute scum of the earth" types and will have to be motivated by greed, fear, and so on. IS there any worthwhile plunder from Urmlaspyr that the PCs can promise them? There is the possible angle that if these pirates abandon the githyanki now, all the non-githyanki they've ever messed with will go out of their way to seek revenge against them now... so they'd better stick with the githyanki.

I'm curious about who the 'Dread Pirate Captain' figure should be in the eyes of the crew. I kind of want it to be Ii -- she's terrifying, has the Sociopath trait, and would probably relish the job. Yeah, she's female, but beheading a few of the worst graith troublemakers might help there, and we could play up the blackguard angle: 'She has great spiritual powers. If you don't do what she says, you'll p*** off something big, bad and scary on the Lower Planes.' (If someone else wants the job instead, though, that's fine. I just think Ii would be a particularly scary figure.)

The kind of githyanki who would follow Styrrn might not like knights much, but this is a knight who recently defied a member of the Ch'r'ai. She must have some redeeming value.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

Burning Spear wrote:

Is the Astral Skiff fully enclosed? that was my impression, or maybe I am mixing the Brig with the Skiff..

Yes. All githyanki flying ships are fully enclosed steel structures.

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Re: BoG'r OOC.

Burning Spear wrote:
I don't think we should get all the NPc's we can get and their mothers to be the classes/ spells/ skills/ feats that we as a group are missing, this is not fun imo Smiling

I agree. In fact, I was not going to actually stat out ANY of the pirate characters, unless it became necessary. Character concepts in a literary sense are called for. I don't want it to become "oh that's the guy with such-and-such-feat". The only necessary exception to this is that you do have to rate the power of a spellcaster or psion, in a general sense at least, in order to get a feel for the character.

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Re: BoG'r OOC.

Zimrazim wrote:
Azure wrote:
Note that the sailing ships are more prone to favorable and unfavorable winds than the githyanki flying ships.

This is D&D. Eye-wink There has got to be an "It's magic!" way to make this less of an issue. Whether the party can find that or not, do either the gith or graith crews include some experienced sailors who have a good idea about typical wind/weather patterns, shoals, reefs, and so on where we're going?
.

I will include a couple of "magic doodads" on the ships, but they will be limited. The flagship should have something, and one or two of the sloops.

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Re: BoG'r OOC.

Azure wrote:
Character concepts in a literary sense are called for.

OK, I'll try.

(Some name), tiefling. Yeah, a tiefling. This guy exists as a result of some very unpleasant Red Wizard magical experimentation over in Thay. He got away from his Red Wizard masters (his owner died while traveling on a trading expedition with his slaves/guards in tow) and traveled around the continent, usually as a sell-sword or bandit, among various never-do-wells until the Incursion. When he heard that the githyanki accepted some Faerunians as allies, he deliberately sought them out. Githyanki xenophobia didn't faze him too much, since EVERYONE already hates a tiefling. He had also heard that these githyanki were also planar beings, and was (and is) very curious about the Planes. As an ex-slave himself, he rather likes the story of Gith the Liberator.

He insists on keeping his hair very short and shaves a lot. Thayvian slaves have long hair -- the exact opposite of githyanki, who associate hairlessness with thralldom.

He's some kind of martial class (i.e. fighter-y, not mage-y). He has several of the unpleasant personal habits that fit the worst stereotypes of tieflings. His physical tiefling traits are even more obvious than average, and he deliberately plays up his 'eeeeeeeeeeeeeeevil' heritage to intimidate both opponents and other crewmen. Unusually bright, but he frequently pretends to be less intelligent than he really is. The tiefling has a certain love of learning, but hasn't had all that many opportunities to engage in it.

As one of his least unpleasant hobbies, (name of tiefling) likes to play cards and dice. While he's not addicted enough to get himself into serious trouble in the form of gambling debts, he has both won and lost large sums. He's pretty happy with this pirate crew (or he was until Styrrn up and left), but would probably be interested in interplanar travel if it were offered and not obviously suicidal (no day trips to the Negative Energy Plane without magical protection). Currently he's pretty Clueless.

He worships/prays to several Powers, mostly evil, in a casual manner (he's definitely not a fanatic). Umberlee is on that list, mostly for pragmatic reasons. He is more low-key about this since joining a githyanki crew.

He hates Red Wizards with a burning fury and will go to great lengths to kill and/or torture one.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

"Azure" wrote:
Character concepts in a literary sense are called for.

This "youth" is actually a human female with an extremely high Disguise skill. A bastard, she was raised as a boy since childhood because her father was willing to financially support a son, but not a daughter. In a fight she is one of the most level-headed and calculating of the "barbarians" among the crew, and is one of the least likely to be drunk or otherwise unready to fight at any time. Sometimes prays to various battle gods, especially the Red Knight.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

Azure wrote:
Character concepts in a literary sense are called for. I don't want it to become "oh that's the guy with such-and-such-feat".

Aye, the main reason for discussing stats/spells/feats, in my mind, simply came down to the likelihood of skilled personas in a fleet, as well as this being Faerun where nearly everywhere you can find a magical being or magic user. I have yet to read (though my Forgotten Realms reading is light and mostly involves a neutral good Drow ranger) a tale where an entire group is magic-less. That would be cool, interesting, and unique...and probably fatal.

That said, I prefer a more literary-based group any day.

Thoughts:

Shark's Teetch is "manned" by vicious and opportunistic Sahuagins. No one rides in their ship because they don't want to be rations. A unique facet of their ship is they have scalloped bevels under the rails which allow them to slip into the water without creating a splash. These slides also serve as kill holes should a smaller craft seek to board their ship. It is likely that the Sahuagins use these to slip over to enemy vessels undetected. The githyanki pirates used the stealthy warriors to great effect when wishing to begin a raid quietly. That is, until the Sahuagins find someone to attack...

Rumor is that they keep a ballast of water below deck for them to immerse themselves in when off-duty; this would allow them to remain on board instead of returning to the ocean every few hours while sailing. They have been known to summon sharks during raids to help cow opponents into surrender, as no one likes the prospect of falling overboard in battle into the waiting maw of sharks...

The sahuagins see the Githyanki as an opportunity to thin the "land walkers" around the coast, allowing the sea race more room to expand and grow unmolested by air-breathers--not that the loot isn't appealing in and of itself. That the Githyanki seem to be staying and setting up shop probably has them rankled, but the fact that there are many empty and burned villages along the shores, as well as a semi-steady flow of trinkets, somewhat abates their concern.

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Re: BoG'r OOC.

#3:

This male githyanki was, and is, very into the heresy of the First Captain. Formerly a Turquoise from Githmir, he was a very gifted sailor on the Astral Plane, and is a highly skilled sailor on the Prime. He also has skill at navigation (whether or not he actually holds the position of shipboard navigator). Has an on-again, off-again, but very long-running, relationship with the female Pirate of Gith who introduced him to the heresy in the first place. (She's not in or around Starmantle but might be around in Git'riban or elsewhere.)

Prior to the fall of the Revered Queen, he fled Githmir in order to escape a very over-enthusiastic purge that was brutal even by githyanki standards. He spent a while in wildspace, other times in Git'riban, other times acting as a mercenary on other planes where sailing on water or on air is prevalent. He is not a high priority for the Queen's hunters (his particular heresy is far from the worst), but he is very much not a fan of any elements that would attempt to punish him for heresy.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

Zimrazim wrote:

I'm curious about who the 'Dread Pirate Captain' figure should be in the eyes of the crew. I kind of want it to be Ii -- she's terrifying, has the Sociopath trait, and would probably relish the job. Yeah, she's female, but beheading a few of the worst graith troublemakers might help there, and we could play up the blackguard angle: 'She has great spiritual powers. If you don't do what she says, you'll p*** off something big, bad and scary on the Lower Planes.' (If someone else wants the job instead, though, that's fine. I just think Ii would be a particularly scary figure.)

The kind of githyanki who would follow Styrrn might not like knights much, but this is a knight who recently defied a member of the Ch'r'ai. She must have some redeeming value.

Wauw, I guess I'll take it as a compliment, lol.
Except that the class has certain restrictions I cannot meet for several levels,
Besides that I am not interested in the class itself Smiling

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Burning Spear wrote:
Except that the class has certain restrictions I cannot meet for several levels, Besides that I am not interested in the class itself Smiling

I'm talking about a job or a position, not a character class.

__________________

BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!

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Re: BoG'r OOC.

Aha, lol, sorry Smiling, but sure, position sounds fine Sticking out tongue

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I'd say that either Ar'du or Ya'shenn (or both) would make great second officers/enforcers. No one would want to get fried by a half-dragon. I also could see a psion being suspect and resented for their legendary abilities to peel open a person's mind and do all kinds of nasty things. One demonstration of dominate would make any pirate leery and eager to obey, if only to save its personality.

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Re: BoG'r OOC.

Any normal (humanoid)-being would have that reaction, lol, thats just healthy..

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